Have you ever wondered just how many of a particular beastie you've killed? When the last time was you took down a certain nemesis? How well your new character is keeping up with the Bagginses?

Now you can know, with KillTracker !

Keeps a log of every kill by your character, including, per enemy:

Enemy Name

Character Name

Character Level at First Kill

Character Level at Most Recent Kill

Kill Count + New Kills This Session

Other features:

Supports Monster Play

Current Character or Account-Wide Results View

Full Support for Turbine's Plugin Manager - Auto-Load and Options

Works Great with Same-Named Characters on the Same Account

Fully Resizable, Scrollable, Sortable and Movable Windows

Full French and German Locale Support

Display Toggle Icon

Details
Kills are credited by analyzing the combat logs and character's in-combat state, and give credit for direct character kills, kills by pets and soldiers, kills by devices (currently just traps) and kills due to damage reflection, all with a very high degree of accuracy.

Same-named characters on the same account are supported by automatically generating a unique numeric ID for each server. BIG CHANGE in v0.9.4: This number will be displayed after the character name in the results table by default, but can be changed to any string desired, such as a server name abbreviation, using the in-game Options panel. If you had previously customized these server IDs by editing the plugindata files, the new version should pick that up and apply it to the new kill log data format without any problems. Please, use the new Options panel to manage the Server IDs as of v0.9.4 - do not continue to edit the files manually.

Version Log
v0.9.5 (2012/06/16)

performance fixes (reverted back to old data save format and optimized table management)

v0.9.4 (2012/05/12)

ability to have new kills jump to the top, like a vertical ticker

displays kill counts since plugin was last loaded in parenthesis after the total kill counts (see screenshots)

new options panel to configure new functionality and set default view/sort

misc. user interface enhancements

more shell commands (hide, toggle, options)

new compressed data save format, which saves space and also makes manual import/export feasible (data should migrate to the new version without any problems - back up your PluginData folder before upgrading if you're concerned)

full support for Turbine's Plugin Manager (auto-load and options panel)

v0.9.3 (2012/05/06)

request by Adder: add Plugin Compendium support

v0.9.2 (2012/05/06)

*sigh* ...of course I forgot to include my author folder in the zip file...sorry!!!

v0.9.1 (2012/05/06)

initial release

Installation
Just download the Zip file and unzip it to your Plugins folder, or use Plugin Compendium to make it even easier. There are no dependancies on any outside files.

Usage
Since this plugin is really meant to run all of the time as a background process, I recommend that you set it to autoload using Turbine's built-in plugin manager (see screenshots).

To load the plugin manually, use the chat command that matches your game client locale:

English: "/plugins load killtracker"

German: "/zusatzmodule laden killtracker"

French: "/plugins charge killtracker"

When first loaded, the main window is minimized by default and a small icon is placed in the bottom-left corner of the screen to quickly bring up the main window. This icon may be moved anywhere on the screen simply by dragging. To open the main window, just click on the icon, or use the appropriate chat command:

English: "/kt show" or "/killtracker show"

German: "/kt anzeigen" or "/killtracker anzeigen"

French: "/kt afficher" or "/killtracker afficher"

Future Plans (in order of likelihood)

Capture player deaths as well as kills ("That #@%$# has killed me how many times?!")

Testing/support for skins, Monster Play color scheme

Enable cleaner data export ability for sharing with other players

Collecting/loading a compilation of unique Free-People enemy names as a sort of "hit list", especially for rares - an unoffical deed of sorts

Known Issues
Although I have done a good bit of testing on my own characters in all three languages, more testing and research is needed from a variety of characters of different classes/levels, across Monster and Free-People play, and especially for French and German clients. There are likely specific hit/kill message formats and scenarios that I am not aware of, similar to the special way that Trap-related hits and kills show up. PLEASE HELP by testing any scenarios you can think of and submitting any misses to me with the exact messages from the combat chat channels, preferably with time stamps. A few debug levels and highlighting options are available at the top of the Main.lua file for advanced users.

The character will only be credited for the kill if the killing blow can conclusively be traced back to the character or their devices, pets or soldiers. NPC or fellowship party member kills will not be credited, nor will certain rare kinds of enemy death messages which provide no indicator of the killer. You may do 99% of the damage against an enemy, but if the killing blow is delivered by someone else, you won't get the credit.

Since this is a text-based system due to the lack of an official Turbine API for this information, giving your characters, pets and soldiers unique names will ensure the highest degree of accuracy. It is unlikely, but possible that you could be given credit for a kill made by another player or their pet/soldier, or even an NPC, if they have the same name as your pet/soldier and kill your pet/soldier's target or a same-named enemy in the same area at the same time.

I did my best with the German and French translations, and have tested the parsing logic successfully, but corrections and additions to in-game chat language for the parsers, and improvements to UI wording would be extremely welcome. My French is abysmal and my German doesn't cover tech/game-speak.

SPECIAL THANKS goes out to:

Garan for the wonderful LUA tutorial that made this, my first plugin, even feasible, and for all of the awesome plugins after which to model mine.

Evendale for the incredible work on Combat Analysis and permission to borrow much of the chat parsing logic and other bits and pieces. Also to Shadow Dragon for the Combat Analysis French translations, which I referenced heavily.

Recently (I noticed it during the Yule festival) I started getting an error when trying to load the plugin. I'm using the latest version, and I tried an uninstall/reinstall (with no luck). Here's the error:

Edit = I just noticed the message below that the plugin isn't being maintained But, I did resolve the issue I was having (described above) by deleting the plugin data file and letting the plugin rebuild it. (PluginData > me > AllServers > KillTracker.plugindata)

Hello,
Killtracker makes my Lotro unplay. Every kill, the game stand for a few seconds. I checked the killtracker datafile. It is now 2,4 MB on my System, its maybe a little big. Can i do every thing, or only one its delete it?

greetings

If you're using the latest version, I'm afraid there's not much else you can do. There was an issue with an older version where performance degraded over time, but I believe I addressed that as well as possible in the latest version. It should upgrade without data loss if you're not on the latest version.

Fair warning, however - I'm no longer maintaining this plugin, and it is very possible that a game change since I last worked on it has made it unusable.

Hello,
Killtracker makes my Lotro unplay. Every kill, the game stand for a few seconds. I checked the killtracker datafile. It is now 2,4 MB on my System, its maybe a little big. Can i do every thing, or only one its delete it?

Well, I just spent 10 minutes carefully crafting a post only to have it blow up because of some issue with IE and this site, so now I'm back on Chrome, and here's the short version....

I've finally accepted that I'm really not going to maintain/develop this or any other plugins at this point. Life, the reasons below...reality is that I'm barely spending any time in-game, let alone on development, and that's not going to change in the foreseeable future.

If anyone wants to pick this up, be my guest and you have my thanks. The code should be well laid out and documented, as well as my plans for the future, but feel free to do whatever you want with it - maintain, enhance, redesign...whatever.

Well...I finally have access to Bullroarer again, and I looked through the Update 9 notes. Nothing LUA/API related in the notes, but that may not be final.

I have to say, as a player I like what they're doing with the game - I see a lot of good changes that I think will improve gameplay, smooth things out and generally make playing more about playing.

As a plugin developer, I do like the progress they made with the RoR update, but I find the whole experience of trying to develop, test and evolve a quality plugin quite painful. I was obviously willing to accept that there was no API method for what I was trying to do, but with the significance of the changes being made to the game and the API lately, and my lack of access to Bullroarer for many months at a time, my enthusiasm has dropped to near-zero.

I'll try to find some time by the end of the year to get my current build tested again on Bullroarer with Update 9, but then I think I'm going to take a longer break and see how things develop.

Any chance it could track the level of the mob instead of the player level?

Short answer is unfortunately no...certainly would have done that and more the first time around if it was possible.

I haven't had a chance to explore the new GetTarget() method, but from what I read it's pretty limited and unreliable. Even if it could let me get the player's target's level, I really couldn't reliably tie the kill messages that I parse from the chat log with GetTarget(). The creature killed may or may not have been the current target, which would mean I'd have to try to keep a log of every target the player ever had and it's level and try to match that by name to the kill messages...blech, and even that would have holes.

So much I'd like to do with this plugin, but the limitations of the API and my now long-standing lack of access to Bullroarer to test are seriously limiting my interest. For the moment I'm just taking a breather and waiting to see what the next update brings.

There is one difference. NPC kills are "Your mighty blow defeated someone" and monster kills are "Your might blow topless someone". I dont know if this is of any help.

So that's where the "topples" message is used...I found it in the game files and I capture it, but I'd never seen it...that does help some.

However, there are still some complications

pet/soldier kills generate different wording, though AFAIK you can't use pets/soldiers in PvMP, right?

some devices, such as traps and gourds, generate different wording if their triggered damage causes the kill...I don't think there's a solution for this one - I either need to find a different way to identify a PvMP kill or exclude these and possibly miss an occassional kill

this doesn't solve the group and healer-class problems I have now in the main plugin - ideally, fellowship kills would count, especially for healers, but the API doesn't give much to go on - I'm working on a best-effort solution in the main plugin that should apply equally mediocrely here

to support FR/DE localization there would need to be the same consistent differentiation in messages in those languages

While I'm playing around with the RoR LUA changes next weekend I'll be thinking about this. If I think I can get close enough for it to be useful, maybe I'll spin off a version of this plugin just for this purpose. I'm considering having one plugin to collect the data and possibly several to display the data in different ways to avoid over-complicating a single plugin with a ton of different options...or I might not.

Of course, if I never get access to Bullroarer again to test this, I might just get fed up with the whole thing and toss in my hat...

While I'm here, I might as well provide another update. As I just mentioned, I haven't had access to Bullroarer for the last 4 months and I have no idea when that's going to change. I really need to get on there in order to test some of the changes I made over the spring/summer with character levels/classes that I don't have access to otherwise, so this project has just been on hold...frustrating!

Of course now that RoR is out, I need to test the whole thing all over again, and see if/how I can take advantage of any of the new LUA stuff. Lots of good stuff there, assuming it all works correctly, but most of it doesn't apply to this plugin. I should have some time within the next few weeks to dig back in with RoR and see what I'm dealing with - hopefully back to code complete and waiting to test on Bullroarer before too long.

Could you make something that track only kills of players i nPvMP? Something
like that would be great.

Hmm...I'd have to see how I could differentiate between those player/monster kills and regular kills. I'm not sure if the messages in the chat log are reliably different enough to distinguish them, and that's all I have to go on. I could certainly add the ability to delete rows from the log, or turn the logging on/off, perhaps even tell that you're in PvMP via the chat channels or something....

I'd have to play with this, and I don't usually play PvMP except to test on Bullroarer, which I haven't had access to in 4 months (and even there, I've never had a player/monster kill...just been killed plenty of times ). I think this would be best implemented as a spin-off copy of this project, rather than trying to bundle it into this one and over-complicate it. I'll put it on my wish list though.

confirmed support for all known special devices (different types of traps, snares and gourds)

full support for skins (including the default Monster Play theme)

support for several new kill message formats that I found while parsing the game files

Parsing the game files also enabled me to ensure that the FR/DE logic is correct for chat message parsing, as I was able to locate particular message formats across the localized resource files by ID.

I just need to wait on Bullroarer to come back up so that I can finish testing with various character types and grab a few missing FR/DE translations for the new device types. Should be able to upload within a few days of Bullroarer being available again.

Unless I have to patch for some reason, the next release after v0.9.6 should be v1.0.0, including best-effort support for fellowship/raid kills, the most requested and obviously missing feature, as a separate metric that can be turned on/off. That shouldn't be terribly hard to implement, so maybe a couple of weeks after v0.9.6, depending on my schedule. I'm calling that v1.0.0 because I think that really locks in all of the core functionality for this plugin. Looking at mob coordinate logging after that (will require a manual button click since the API doesn't support it), with a possible tie-in to Moormaps and/or Waypoint....

v0.9.5 should resolve the performance problems. The new save file format was great for import/export, but took a big performance hit once a large history was accumulated, or on slower machines. I reverted back to the old save file format and made some other performance tweaks and am no longer able to see an issue.